mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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259c6e7e76
* All Vector methods which operate on the vector return pointers to it. * All Vector methods which take vectors take Vector pointers.
346 lines
8.4 KiB
Go
346 lines
8.4 KiB
Go
package d2vector
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import (
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"fmt"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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)
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// Vector is an implementation of a Euclidean vector using float64 with common vector convenience methods.
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type Vector struct {
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x, y float64
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}
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const two float64 = 2
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// NewVector creates a new Vector with the given x and y values.
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func NewVector(x, y float64) *Vector {
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return &Vector{x, y}
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}
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// X returns the x value of this vector.
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func (v *Vector) X() float64 {
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return v.x
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}
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// Y returns the y value of this vector.
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func (v *Vector) Y() float64 {
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return v.y
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}
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// Equals returns true if the float64 values of this vector are exactly equal to the given Vector.
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func (v *Vector) Equals(o *Vector) bool {
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return v.x == o.x && v.y == o.y
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}
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// EqualsApprox returns true if the values of this Vector are approximately equal to those of the given Vector. If the
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// difference between either of the value pairs is smaller than d2math.Epsilon, they will be considered equal.
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func (v *Vector) EqualsApprox(o *Vector) bool {
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return d2math.EqualsApprox(v.x, o.x) && d2math.EqualsApprox(v.y, o.y)
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}
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// CompareApprox returns 2 ints describing the difference between the vectors. If the difference between either of the
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// value pairs is smaller than d2math.Epsilon, they will be considered equal.
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func (v *Vector) CompareApprox(o *Vector) (x, y int) {
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return d2math.CompareApprox(v.x, o.x),
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d2math.CompareApprox(v.y, o.y)
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}
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// IsZero returns true if this vector's values are both exactly zero.
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func (v *Vector) IsZero() bool {
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return v.x == 0 && v.y == 0
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}
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// Set the vector values to the given float64 values.
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func (v *Vector) Set(x, y float64) *Vector {
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v.x = x
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v.y = y
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return v
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}
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// Clone returns a new a copy of this Vector.
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func (v *Vector) Clone() *Vector {
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return NewVector(v.x, v.y)
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}
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// Copy sets this vector's values to those of the given vector.
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func (v *Vector) Copy(o *Vector) *Vector {
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v.x = o.x
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v.y = o.y
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return v
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}
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// Floor rounds the vector down to the nearest whole numbers.
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func (v *Vector) Floor() *Vector {
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v.x = math.Floor(v.x)
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v.y = math.Floor(v.y)
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return v
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}
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// Clamp limits the values of v to those of a and b. If the values of v are between those of a and b they will be
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// unchanged.
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func (v *Vector) Clamp(a, b *Vector) *Vector {
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v.x = d2math.Clamp(v.x, a.x, b.x)
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v.y = d2math.Clamp(v.y, a.y, b.y)
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return v
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}
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// Add the given vector to this vector.
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func (v *Vector) Add(o *Vector) *Vector {
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v.x += o.x
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v.y += o.y
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return v
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}
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// AddScalar the given value to both values of this vector.
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func (v *Vector) AddScalar(s float64) *Vector {
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v.x += s
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v.y += s
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return v
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}
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// Subtract the given vector from this vector.
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func (v *Vector) Subtract(o *Vector) *Vector {
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v.x -= o.x
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v.y -= o.y
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return v
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}
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// Multiply this Vector by the given Vector.
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func (v *Vector) Multiply(o *Vector) *Vector {
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v.x *= o.x
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v.y *= o.y
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return v
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}
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// Scale multiplies both values of this vector by a single given value.
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func (v *Vector) Scale(s float64) *Vector {
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v.x *= s
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v.y *= s
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return v
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}
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// Divide this vector by the given vector.
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func (v *Vector) Divide(o *Vector) *Vector {
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v.x /= o.x
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v.y /= o.y
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return v
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}
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// DivideScalar divides both values of this vector by the given value.
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func (v *Vector) DivideScalar(s float64) *Vector {
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v.x /= s
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v.y /= s
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return v
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}
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// Abs sets the vector to it's absolute (positive) equivalent.
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func (v *Vector) Abs() *Vector {
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if v.x < 0 {
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v.x = -v.x
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}
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if v.y < 0 {
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v.y = -v.y
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}
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return v
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}
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// Negate multiplies this vector by -1.
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func (v *Vector) Negate() *Vector {
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return v.Scale(-1)
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}
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// Distance between this Vector's position and that of the given Vector.
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func (v *Vector) Distance(o *Vector) float64 {
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delta := o.Clone()
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delta.Subtract(v)
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return delta.Length()
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}
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// Length (magnitude/quantity) of this Vector.
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func (v *Vector) Length() float64 {
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return math.Sqrt(v.Dot(v))
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}
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// SetLength sets the length of this Vector without changing the direction. The length will be exact within
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// d2math.Epsilon.
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func (v *Vector) SetLength(length float64) *Vector {
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v.Normalize()
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v.Scale(length)
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return v
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}
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// Lerp sets this vector to the linear interpolation between this and the given vector. The interp argument determines
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// the distance between the two vectors. An interp of 0 will return this vector and 1 will return the given vector.
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func (v *Vector) Lerp(o *Vector, interp float64) *Vector {
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v.x = d2math.Lerp(v.x, o.x, interp)
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v.y = d2math.Lerp(v.y, o.y, interp)
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return v
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}
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// Dot returns the dot product of this Vector and the given Vector.
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func (v *Vector) Dot(o *Vector) float64 {
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return v.x*o.x + v.y*o.y
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}
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// Cross returns the cross product of this Vector and the given Vector. Note: Cross product is specific to 3D space.
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// This a not cross product. It is the Z component of a 3D vector cross product calculation. The X and Y components use
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// the value of z which doesn't exist in 2D. See:
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// https://stackoverflow.com/questions/243945/calculating-a-2d-vectors-cross-product
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//
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// The sign of Cross indicates whether the direction between the points described by vectors v and o around the origin
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// (0,0) moves clockwise or anti-clockwise. The perspective is from the would-be position of positive Z and the
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// direction is from v to o.
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//
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// Negative = clockwise
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// Positive = anti-clockwise
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// 0 = vectors are identical.
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func (v *Vector) Cross(o *Vector) float64 {
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return v.x*o.y - v.y*o.x
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}
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// Normalize sets the vector length to 1 without changing the direction. The normalized vector may be scaled by the
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// float64 return value to restore it's original length.
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func (v *Vector) Normalize() *Vector {
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if v.IsZero() {
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return v
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}
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v.Scale(1 / v.Length())
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return v
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}
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// Angle computes the unsigned angle in radians from this vector to the given vector. This angle will never exceed half
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// a full circle. For angles describing a full circumference use SignedAngle.
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func (v *Vector) Angle(o *Vector) float64 {
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if v.IsZero() || o.IsZero() {
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return 0
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}
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from := v.Clone()
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from.Normalize()
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to := o.Clone()
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to.Normalize()
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denominator := math.Sqrt(from.Length() * to.Length())
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dotClamped := d2math.Clamp(from.Dot(to)/denominator, -1, 1)
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return math.Acos(dotClamped)
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}
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// SignedAngle computes the signed (clockwise) angle in radians from this vector to the given vector.
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func (v *Vector) SignedAngle(o *Vector) float64 {
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unsigned := v.Angle(o)
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sign := d2math.Sign(v.x*o.y - v.y*o.x)
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if sign > 0 {
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return d2math.RadFull - unsigned
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}
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return unsigned
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}
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// Reflect sets this Vector to it's reflection off a line defined by the given normal. The result will be exact within
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// d2math.Epsilon.
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func (v *Vector) Reflect(normal *Vector) *Vector {
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normal.Normalize()
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v.Normalize()
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// 1*Dot is the directional (ignoring length) difference between the vector and the normal. Therefore 2*Dot takes
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// us beyond the normal to the angle with the equivalent distance in the other direction i.e. the reflection.
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normal.Scale(two * v.Dot(normal))
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v.Subtract(normal)
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return v
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}
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// ReflectSurface does the same thing as Reflect, except the given vector describes the surface line, not it's normal.
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func (v *Vector) ReflectSurface(surface *Vector) *Vector {
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v.Reflect(surface).Negate()
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return v
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}
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// Rotate moves the vector around it's origin clockwise, by the given angle in radians. The result will be exact within
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// d2math.Epsilon. See d2math.EqualsApprox.
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func (v *Vector) Rotate(angle float64) *Vector {
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a := -angle
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x := v.x*math.Cos(a) - v.y*math.Sin(a)
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y := v.x*math.Sin(a) + v.y*math.Cos(a)
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v.x = x
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v.y = y
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return v
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}
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// NinetyAnti rotates this vector by 90 degrees anti-clockwise.
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func (v *Vector) NinetyAnti() *Vector {
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x := v.x
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v.x = v.y * -1
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v.y = x
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return v
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}
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// NinetyClock rotates this vector by 90 degrees clockwise.
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func (v *Vector) NinetyClock() *Vector {
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y := v.y
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v.y = v.x * -1
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v.x = y
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return v
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}
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func (v Vector) String() string {
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return fmt.Sprintf("Vector{%.3f, %.3f}", v.x, v.y)
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}
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// VectorUp returns a new vector (0, 1)
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func VectorUp() *Vector {
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return NewVector(0, 1)
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}
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// VectorDown returns a new vector (0, -1)
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func VectorDown() *Vector {
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return NewVector(0, -1)
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}
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// VectorRight returns a new vector (1, 0)
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func VectorRight() *Vector {
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return NewVector(1, 0)
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}
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// VectorLeft returns a new vector (-1, 0)
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func VectorLeft() *Vector {
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return NewVector(-1, 0)
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}
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// VectorOne returns a new vector (1, 1)
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func VectorOne() *Vector {
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return NewVector(1, 1)
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}
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// VectorZero returns a new vector (0, 0)
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func VectorZero() *Vector {
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return NewVector(0, 0)
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}
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